pub struct AssetChanged<A>(/* private fields */)
where
A: AsAssetId;
Expand description
Filter that selects entities with an A
for an asset that changed
after the system last ran, where A
is a component that implements
AsAssetId
.
Unlike Changed<A>
, this is true whenever the asset for the A
in ResMut<Assets<A>>
changed. For example, when a mesh changed through the
Assets<Mesh>::get_mut
method, AssetChanged<Mesh>
will iterate over all
entities with the Handle<Mesh>
for that mesh. Meanwhile, Changed<Handle<Mesh>>
will iterate over no entities.
Swapping the actual A
component is a common pattern. So you
should check for both AssetChanged<A>
and Changed<A>
with
Or<(Changed<A>, AssetChanged<A>)>
.
§Quirks
- Asset changes are registered in the
AssetEvents
schedule. - Removed assets are not detected.
The list of changed assets only gets updated in the
AssetEvents
schedule which runs in Last
. Therefore, AssetChanged
will only pick up asset changes in schedules following AssetEvents
or the
next frame. Consider adding the system in the Last
schedule after AssetEvents
if you need
to react without frame delay to asset changes.
§Performance
When at least one A
is updated, this will
read a hashmap once per entity with an A
component. The
runtime of the query is proportional to how many entities with an A
it matches.
If no A
asset updated since the last time the system ran, then no lookups occur.
Trait Implementations§
Source§impl<A> QueryFilter for AssetChanged<A>where
A: AsAssetId,
SAFETY: read-only access
impl<A> QueryFilter for AssetChanged<A>where
A: AsAssetId,
SAFETY: read-only access
Source§const IS_ARCHETYPAL: bool = false
const IS_ARCHETYPAL: bool = false
Source§unsafe fn filter_fetch(
fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'_>,
entity: Entity,
table_row: TableRow,
) -> bool
unsafe fn filter_fetch( fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'_>, entity: Entity, table_row: TableRow, ) -> bool
Source§impl<A> WorldQuery for AssetChanged<A>where
A: AsAssetId,
SAFETY: ROQueryFetch<Self>
is the same as QueryFetch<Self>
impl<A> WorldQuery for AssetChanged<A>where
A: AsAssetId,
SAFETY: ROQueryFetch<Self>
is the same as QueryFetch<Self>
Source§const IS_DENSE: bool = <&A>::IS_DENSE
const IS_DENSE: bool = <&A>::IS_DENSE
Source§type Fetch<'w> = AssetChangedFetch<'w, A>
type Fetch<'w> = AssetChangedFetch<'w, A>
WorldQuery
to compute Self::Item
for each entity.Source§type State = AssetChangedState<A>
type State = AssetChangedState<A>
Self::Fetch
. This will be cached inside QueryState
,
so it is best to move as much data / computation here as possible to reduce the cost of
constructing Self::Fetch
.Source§fn shrink_fetch<'wlong, 'wshort>(
fetch: <AssetChanged<A> as WorldQuery>::Fetch<'wlong>,
) -> <AssetChanged<A> as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
fn shrink_fetch<'wlong, 'wshort>(
fetch: <AssetChanged<A> as WorldQuery>::Fetch<'wlong>,
) -> <AssetChanged<A> as WorldQuery>::Fetch<'wshort>where
'wlong: 'wshort,
Source§unsafe fn init_fetch<'w>(
world: UnsafeWorldCell<'w>,
state: &<AssetChanged<A> as WorldQuery>::State,
last_run: Tick,
this_run: Tick,
) -> <AssetChanged<A> as WorldQuery>::Fetch<'w>
unsafe fn init_fetch<'w>( world: UnsafeWorldCell<'w>, state: &<AssetChanged<A> as WorldQuery>::State, last_run: Tick, this_run: Tick, ) -> <AssetChanged<A> as WorldQuery>::Fetch<'w>
Self::Fetch
,
by combining data from the World
with the cached Self::State
.
Readonly accesses resources registered in WorldQuery::update_component_access
. Read moreSource§unsafe fn set_archetype<'w>(
fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>,
state: &<AssetChanged<A> as WorldQuery>::State,
archetype: &'w Archetype,
table: &'w Table,
)
unsafe fn set_archetype<'w>( fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>, state: &<AssetChanged<A> as WorldQuery>::State, archetype: &'w Archetype, table: &'w Table, )
Archetype
. This will always be called on
archetypes that match this WorldQuery
. Read moreSource§unsafe fn set_table<'w>(
fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>,
state: &<AssetChanged<A> as WorldQuery>::State,
table: &'w Table,
)
unsafe fn set_table<'w>( fetch: &mut <AssetChanged<A> as WorldQuery>::Fetch<'w>, state: &<AssetChanged<A> as WorldQuery>::State, table: &'w Table, )
Table
. This will always be called on tables
that match this WorldQuery
. Read moreSource§fn update_component_access(
state: &<AssetChanged<A> as WorldQuery>::State,
access: &mut FilteredAccess<ComponentId>,
)
fn update_component_access( state: &<AssetChanged<A> as WorldQuery>::State, access: &mut FilteredAccess<ComponentId>, )
Source§fn init_state(world: &mut World) -> AssetChangedState<A>
fn init_state(world: &mut World) -> AssetChangedState<A>
State
for this WorldQuery
type.Source§fn get_state(
components: &Components,
) -> Option<<AssetChanged<A> as WorldQuery>::State>
fn get_state( components: &Components, ) -> Option<<AssetChanged<A> as WorldQuery>::State>
Source§fn matches_component_set(
state: &<AssetChanged<A> as WorldQuery>::State,
set_contains_id: &impl Fn(ComponentId) -> bool,
) -> bool
fn matches_component_set( state: &<AssetChanged<A> as WorldQuery>::State, set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool
Source§fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)
FilteredEntityRef
or FilteredEntityMut
. Read moreAuto Trait Implementations§
impl<A> Freeze for AssetChanged<A>
impl<A> RefUnwindSafe for AssetChanged<A>where
A: RefUnwindSafe,
impl<A> Send for AssetChanged<A>
impl<A> Sync for AssetChanged<A>
impl<A> Unpin for AssetChanged<A>where
A: Unpin,
impl<A> UnwindSafe for AssetChanged<A>where
A: UnwindSafe,
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
, which can then be
downcast
into Box<dyn ConcreteType>
where ConcreteType
implements Trait
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
, which can then be further
downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.Source§impl<T> DowncastSend for T
impl<T> DowncastSend for T
Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more